Eliminated "Lookup" label
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parent
eb49f4d0d2
commit
16545a5765
1 changed files with 86 additions and 77 deletions
163
main.c
163
main.c
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@ -983,6 +983,7 @@ static bool do_command()
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/* Get and execute a command */
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{
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static command_t command;
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bool words_processed = false;
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/* Can't leave cave once it's closing (except by main office). */
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if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
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@ -1042,8 +1043,8 @@ static bool do_command()
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rspeak(SAYS_PLUGH);
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listobjects();
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clear_command(&command);
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clear_command(&command);
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Lcheckhint:
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checkhints();
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@ -1096,7 +1097,7 @@ Lclosecheck:
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else
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rspeak(WHERE_QUERY);
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clear_command(&command);
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clear_command(&command);
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goto Lcheckhint;
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}
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@ -1138,82 +1139,90 @@ Lclosecheck:
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}
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}
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Lookup:
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if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
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if (++game.iwest == 10)
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rspeak(W_IS_WEST);
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}
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if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
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if (++game.igo == 10)
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rspeak(GO_UNNEEDED);
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}
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if (command.word[0].id == WORD_NOT_FOUND) {
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/* Gee, I don't understand. */
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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goto Lcheckhint;
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}
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switch (command.word[0].type) {
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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case MOTION:
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playermove(command.word[0].id);
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return true;
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case OBJECT:
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command.part = unknown;
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command.obj = command.word[0].id;
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break;
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case ACTION:
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if (command.word[1].type == NUMERIC)
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command.part = transitive;
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else
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command.part = intransitive;
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command.verb = command.word[0].id;
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break;
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case NUMERIC:
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if (!settings.oldstyle) {
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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goto Lcheckhint;
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}
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default: // LCOV_EXCL_LINE
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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}
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switch (action(command)) {
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case GO_TERMINATE:
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return true;
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case GO_MOVE:
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playermove(NUL);
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return true;
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case GO_TOP:
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continue; /* back to top of main interpreter loop */
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case GO_CLEAROBJ:
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clear_command(&command);
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/* FALL THROUGH */
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case GO_CHECKHINT:
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goto Lcheckhint;
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case GO_WORD2:
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// loop until all words in command are procesed
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do {
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// assume all words in command are processed, until proven otherwise
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words_processed = true;
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if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
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if (++game.iwest == 10)
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rspeak(W_IS_WEST);
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}
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if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
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if (++game.igo == 10)
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rspeak(GO_UNNEEDED);
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}
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if (command.word[0].id == WORD_NOT_FOUND) {
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/* Gee, I don't understand. */
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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goto Lcheckhint;
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}
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switch (command.word[0].type) {
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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case MOTION:
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playermove(command.word[0].id);
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return true;
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case OBJECT:
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command.part = unknown;
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command.obj = command.word[0].id;
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break;
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case ACTION:
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if (command.word[1].type == NUMERIC)
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command.part = transitive;
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else
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command.part = intransitive;
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command.verb = command.word[0].id;
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break;
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case NUMERIC:
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if (!settings.oldstyle) {
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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goto Lcheckhint;
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}
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default: // LCOV_EXCL_LINE
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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}
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switch (action(command)) {
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case GO_TERMINATE:
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return true;
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case GO_MOVE:
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playermove(NUL);
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return true;
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case GO_TOP:
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continue; /* back to top of main interpreter loop */
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case GO_CLEAROBJ:
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clear_command(&command);
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/* FALL THROUGH */
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case GO_CHECKHINT:
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goto Lcheckhint;
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case GO_WORD2:
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#ifdef GDEBUG
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printf("Word shift\n");
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printf("Word shift\n");
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#endif /* GDEBUG */
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/* Get second word for analysis. */
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command.word[0] = command.word[1];
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command.word[1] = empty_command_word;
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goto Lookup;
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case GO_UNKNOWN:
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/* Random intransitive verbs come here. Clear obj just in case
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* (see attack()). */
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command.word[0].raw[0] = toupper(command.word[0].raw[0]);
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sspeak(DO_WHAT, command.word[0].raw);
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command.obj = 0;
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goto Lcheckhint;
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case GO_DWARFWAKE:
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/* Oh dear, he's disturbed the dwarves. */
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rspeak(DWARVES_AWAKEN);
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terminate(endgame);
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default: // LCOV_EXCL_LINE
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BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
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}
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}
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/* Get second word for analysis. */
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command.word[0] = command.word[1];
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command.word[1] = empty_command_word;
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words_processed = false;
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break;
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case GO_UNKNOWN:
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/* Random intransitive verbs come here. Clear obj just in case
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* (see attack()). */
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command.word[0].raw[0] = toupper(command.word[0].raw[0]);
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sspeak(DO_WHAT, command.word[0].raw);
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command.obj = 0;
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goto Lcheckhint;
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case GO_DWARFWAKE:
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/* Oh dear, he's disturbed the dwarves. */
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rspeak(DWARVES_AWAKEN);
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terminate(endgame);
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default: // LCOV_EXCL_LINE
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BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
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}
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} while (!words_processed);
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}
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}
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/* end */
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